Board game

ABSTRACT

The present invention provides a board game wherein players attempt to purchase a complete set of items from a number of repositories. The game further includes rules for the game including multiple levels of play, allowing older and younger children to play with the same apparatus. In a more advanced version of the game, the game board includes two sets of paths and rules for traveling along the paths.

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application is based upon and claims priority under 35 U.S.C. § 119(e) to the following U.S. provisional patent application, which is incorporated herein by reference in its entirety for all purposes: Ser. No. 60/350,272, entitled “Board Game,” filed Nov. 2, 2001.

BACKGROUND AND SUMMARY OF THE INVENTION

[0002] The present invention relates to board games. More particularly, the present invention relates to rules and apparatus for playing a board game wherein the object of the game is to visit specified areas of the game board in order to purchase a set of items.

[0003] Examples of board games wherein players move around a board to visit different locations and make purchases include the Monopoly® board game (Hasbro, Inc.) and are disclosed in U.S. Pat. Nos. 1,125,867, 3,883,142, 3,572,718, 4,629,195, 5,190,292, 5,478,086, 5,516,290, 5,611,537, 5,662,327, 5,810,359 the disclosures of which are incorporated by reference in their entirety for all purposes.

[0004] Examples of board games utilizing more than one path include the Cranium200 board game (Cranium, Inc.) and are discussed in U.S. Pat. Nos. 3,883,142, 3,572,718, 4,480,838, 4,629,195, 4,949,975, 5,259,623, 5,265,879, 5,662,327, 5,743,529, 5,810,359, 6,019,371, the disclosures of which are incorporated by reference in their entirety for all purposes.

[0005] The advantages of the present invention will be understood more readily after a consideration of the drawings and the Detailed Description.

BRIEF DESCRIPTION OF THE DRAWINGS

[0006]FIG. 1 depicts one embodiment of various game components suitable for use with the game of the present invention.

[0007]FIG. 2 depicts one embodiment of a game board suitable for use with the game of the present invention.

[0008]FIG. 3 depicts one embodiment of items suitable for use with the game of the present invention.

[0009]FIG. 4 depicts one embodiment of a shopping list suitable for use with the game of the present invention.

[0010]FIG. 5 depicts one embodiment of a first set of cards suitable for use with the game of the present invention.

[0011]FIG. 6 depicts one embodiment of a second set of cards suitable for use with the game of the present invention.

[0012]FIG. 7 depicts one embodiment of monetary indicators suitable for use with the game of the present invention.

[0013]FIG. 8 depicts one embodiment of random number generators suitable for use with the game of the present invention.

[0014]FIG. 9 depicts one embodiment of a sign suitable for use with the game of the present invention.

DETAILED DESCRIPTION AND BEST MODE OF THE INVENTION

[0015] The elements of one embodiment of the present invention are shown in FIG. 1. Game 10 includes a game board 12, player pieces 14, items 16, shopping lists 18, a first set of cards 20, a second set of cards 22, monetary indicators 24, random number generators 26, a sign 28, and a draw pile 30 made up of card from sets 20 and 22. Typically, the game will be played by at least two players. The rules of the game require that players take turns moving a playing piece around a game board while trying to collect or purchase a predetermined set of items from different locations on the game board.

[0016] In some embodiments, game 10 may be based on a central theme and the shape and general appearance of the game board, player pieces, items, and other game elements may maintain this central theme. For example, in an embodiment in which the game is based upon the world created in the Harry Potter children's books by J. K. Rowling, the game and game elements may be based on a particular scene, event, or location described in the book. Accordingly, game board 12 may depict shops located in Diagon Alley, a shopping location described in the Harry Potter books, and items 16 may take the form of goods described in the book as being sold in the Diagon Alley shops. In keeping with the books' theme of wizards and witches, the player pieces may take the form of wizard's hats.

[0017] Typically, game board 12, shown in greater detail in FIG. 2, includes a number of repositories 32, from which the items may be obtained. It should be appreciated that not all of the repositories need be associated with items. For example, repositories 32 g may take be a bank, while repository 32 h may be a start/finish space. It will be appreciated that any number of repositories maybe used and that the repositories may be portrayed in any number of manifestations including as stores, houses, parks, cities, states, countries, planets, etc, as desired or appropriate for any particular theme being used.

[0018] As shown, game board 12 includes two paths, 34 and 36, which connect the repositories to each other. Path 34 is made up of a series of spaces that wend in a circular fashion around the central portion of game board 12. Path 36 begins and ends at repository 32 h and extends around path 34. Path 34 is connected to each repository via a doorway space 38, while path 36 connects to the different repositories via backdoor spaces 42. Paths 34 and 36 are connected to each other via a series of gate spaces 40.

[0019] Path 34 may include marked spaces 44, which are differentiated from the other spaces by a specific color, pattern, or writing. Landing on a marked space 44 may allow or require a player to perform a particular action such as draw a card, roll again, or move a playing piece to a particular location.

[0020]FIG. 3 shows an embodiment of items 16 suitable for use with the game of the present invention. As described above, players may obtain items 16 a-16 f from repositories 32 a-32 f. Thus, in an embodiment in which the repositories are depicted as stores, the items 16 may take the form of goods commonly available from those stores. For example, if repository 32 a is a wand shop, then the items available from repository 32 a could be wands, as shown at 16 a. The items may be represented by pictorial representations on flat cardboard chits. As will be appreciated, the items may be represented by tokens, plastic figures, or in any other suitable manner.

[0021]FIG. 4 depicts an embodiment of a shopping list 18 suitable for use with the present invention. The holder includes indicators 46 a-46 f to show the set of items 16 that need to be obtained by the player in order to win the game. For example, in the embodiment shown in FIG. 4, a player must collect 6 different items to win the game, as demonstrated by the use of six different indicators. As shown, each indicator includes a pictorial representation of an item to be collected. These pictorial representations may be sized and shaped to allow the player to place the appropriate item over the corresponding indicator.

[0022] As stated above, the game of the present invention may include two sets of cards 20 and 22. Examples of the types of cards that may be included in the first and second set of cards are shown in FIGS. 5 and 6. The first set of cards 20 contains a set of actions that may be performed by the player at a time of the player's choosing. The second set of cards 22 contains a set of actions that must be performed by the player when the card is drawn.

[0023]FIG. 8 depicts examples of the types of monetary indicators 24 that are suitable for use with the present invention. In the presently shown embodiment, the monetary indicators 24 take the form of coins of various denominations. Alternatively, the monetary indicators 24 could take the form of simulated paper money, point indicators, chits, or the like.

[0024]FIG. 9 depicts an example of random number generators 26 suitable for use with the present invention. As shown, the random number generator may take the form or two six-sided dice. In this particular embodiment, each die contains 5 numerical sides 48, which depict different numbers, for example the numbers 2 through 6. In the embodiment shown, each of these numbers is represented by a set of dots. The remaining iconic side 50 depicts an icon or symbol. In the embodiment shown, the iconic sides 50 of both dice show the same icon, a cauldron. Alternatively, any suitable icon could be used. For example, it may be desirable to use an icon of particular significance to the theme on which the game is based. In addition, each of the dice could depict a different icon, for example, to provide additional game play options.

[0025] In some methods of play, one or more of the repositories may be closed for business during certain periods of the game. In this case, it may be desirable to indicate the store's open or closed status with the use of a sign. Such a sign 28 is shown in FIG. 9.

[0026] In one method of play, the players move their playing pieces around game board 12 visiting shops offering items for sale and competing to be the first to purchase all the items on their shopping list (i.e. those items depicted on the shopping list 18). Initially, each player begins with a predetermined amount of money. Each player moves their player piece around the board by rolling dice 26 and moving the player piece the number of spaces indicated. If dice 26 include an iconic side 50, as shown in FIG. 9 and described above, rolling one or more of the iconic sides may have special meaning for the game. For example, rolling one iconic side may allow the player to roll again. Rolling both iconic sides may allow a player to move to a specific area of the game board, such as the bank, and collect money.

[0027] A player may enter a repository by landing on or passing over a doorway space 38. Once inside the repository, the player may purchase the item available from that repository. In some methods of game play, the player must use exact change to purchase the item. The players may keep track of purchased items by placing the chits representing the items on the appropriate spots on their shopping lists.

[0028] As stated above, not all of the repositories may offer items for sale. In one embodiment one of the repositories may take the form of a bank. Typically, players collect a predetermined amount of money when they pass the doorway space associated with the bank, thus enabling players to purchase additional items on their shopping lists.

[0029] In some embodiments, in addition to rolling the dice to enter a repository from path 12, players also may move their playing pieces directly from one repository to another, including the bank and the start/finish space, by performing a specific action. For example, after having entered a shop by landing on or passing over a doorway space, a player may travel directly to a repository of her choice by correctly guessing whether a single dice roll will result in a low roll (icon, 1, 2, or 3) or a high roll (4, 5, or 6). If the player guessed correctly, she may move her playing piece to the repository of her choice. If the player guessed incorrectly, she cannot move her playing piece from the present repository.

[0030] The game of the present invention provides for multiple levels of game play ranging in difficulty level. An alternate and more advanced method of play includes the use of second path 36, and cards 20 and 22. As in the above-described embodiment, players travel around the game board attempting to purchase a complete set of items 16. However, in this embodiment, the number of some or all of the items may be limited, such that the number of a specific item available may be less than the total number of players playing the game. For example, if four players are playing the game, only three items may be available from each repository. This forces the players to compete for the various items and adds complexity to the game play, which may be more desirable for older or more advanced players.

[0031] As stated above, this embodiment employs the use of cards 20 and 22. Cards 20 describe actions that may be performed by a player holding the card at any time during the game. Thus, players typically collect cards 20 during the game and play them as needed. In contrast, cards 22 describe actions that must be performed by the player at the time the card is drawn. Each player may be dealt a predetermined number of cards 20 before game play begins. Typically the remaining cards 20 and 22 are shuffled together and placed on the game board face down in a draw pile 30. Examples of cards 20 and 22 are shown in FIGS. 6 and 7 and/or described below.

[0032] As with the above embodiment, players use a random number generator, such as the pair of six-sided dice 26 described above, to determine the number of spaces to move their playing pieces along paths 34 or 36. However, the consequences of the numbers and/or icons rolled may differ from the previously described embodiment. For example, in this embodiment, rolling an icon may allow a player to draw a card from draw pile 30.

[0033] Players may enter path 36 through a number of methods. For example, the rules may specify that a player who rolls double icons must move their playing piece to path 36. Alternatively, a player may choose to enter path 36 through a gate space 40 or play a card that banishes another player's playing piece to path 36. Typically, once a player's playing piece is on path 36, the actions that player can take are limited. For example, the player may not be allowed to collect money, draw a card, or play specific cards. The rules of the game may describe any number of methods for escaping path 36. For example, the player may be allowed to leave path 36 if he rolls doubles, lands by exact count on a gate space 40, lands by exact count on a backdoor space 42, or plays a card that gives the player the power to leave path 36.

[0034] The game may include a card that enables a player to move directly from one repository to another. According to the rules for more advanced game play, a player using this card may have to show the card and declare whether he thinks he will roll odd (icon, 1, 3 or 5) or even (2, 4 or 6) before rolling a die. A correct guess allows the player to move to any desired repository. However, an incorrect guess requires the player to move his playing piece to a randomly determined or undesirable location.

[0035] Alternatively or additionally, one or more of the cards may allow a player to close any of the repositories 32, including the bank and the start/finish spot. Typically, if a repository is closed players may still obtain items from the repository, but must first get inside. This may be accomplished by entering through a back door space 42, playing an appropriate card, or by traveling directly from one repository to another using the method described above.

[0036] As stated above, in this method of game play there may be fewer items 16 of a given type than the number of players playing. Thus, some items 16 may sell out before a player can purchase them. Items 16 may be made available by any number of suitable methods. For example, the game may include a card that requires the owner of the card to return an item to the appropriate shop. The item is then available for purchase. As another example, the game may include a card that allows the owner of the card to require another player to give an item to the card's owner.

[0037] In one embodiment, the game may be based on a well-known popular culture phenomenon, such as a book or movie. Accordingly, the example below is based on the popular children's book Harry Potter and the Sorcerer's Stone, by J. K. Rowlings, and players of the game take on the rolls of witchcraft and wizardry students attempting to purchase items needed to return to school.

[0038] An example of a set of rules for a game constructed in accordance with an embodiment of the present invention follows:

Example I Diagon Alley Board Game

[0039] Game Contents

[0040] 1 Game board

[0041] 1 Closed Sign

[0042] 2 Dice

[0043] 6 Moving Hats

[0044] 6 Trunk Cards

[0045] 36 Trunk Items

[0046] 6 Potion Bottles

[0047] 6 Owls

[0048] 6 Books

[0049] 6 Cauldrons

[0050] 6 Robes

[0051] 6 Wands

[0052] 60 Coins

[0053] 20 “Gold” Galleon Coins

[0054] 20 “Silver” Sickle Coins

[0055] 20 “Bronze” Knut Coins

[0056] 46 Diagon Alley Cards

[0057] 30 Spell Cards (Parchment)

[0058] 16 Havoc Cards (Purple)

[0059] Object

[0060] Visit all the Shops on the board and purchase one of the Trunk Items they sell. The first player to completely fill their Trunk Card and make it back to the Leaky Cauldron wins.

[0061] The Board of Diagon Alley

[0062] If you are going to be the first to fill your trunk, it helps to know where to go.

[0063] DIAGON ALLEY PATHWAY—Follow this path to visit the shops of Diagon Alley.

[0064] KNOCKTURN ALLEY PATHWAY—Follow this path if you are banished from Diagon Alley.

[0065] SHOPS—Visit the Shops to purchase your school supplies. The Items they sell appear on the sign in front of each Shop.

[0066] THE LEAKY CAULDRON—Begin your adventure here, then end it here as well when your trunk is full.

[0067] GRINGOTTS WIZARDS BANK—Collect your wizard money each time you pass by.

[0068] CARD SPACE—Draw a Diagon Alley Card whenever you land on a stone with the magic swirl.

[0069] DOORWAY SPACE—If you land on or pass over the space directly in front of a Shop's front door you can enter that Shop.

[0070] GATE SPACE—These are any spaces in front of or behind a gate. You land here when banished to or escaping from Knockturn Alley. The spaces are Purple on the Knockturn Alley side, brown on the Diagon Alley side.

[0071] BACKDOOR SPACE—One purple space behind each Shop allows you to move into that Shop from Knockturn Alley.

[0072] FLOO SPOT—Count or land on these green curls of smoke when using a Floo Powder Spell card.

[0073] DRAW PILE—Place the deck of Diagon Alley cards here.

[0074] Game Set-Up

[0075] Open the game board in the center of the playing area.

[0076] Select a Hat Mover and a Trunk Card. Place your Mover in the Leaky Cauldron (the pink Shop at the end of Diagon Alley) and the Trunk Card face-up in front of you.

[0077] The oldest player acts as the Gringotts Bank Goblin and the dealer.

[0078] Give each player 2 Gold Galleons, 2 Silver Sickles, and 2 Bronze Knuts. Stack the rest of the money inside the Gringotts space.

[0079] Divide the Diagon Alley Card deck into two piles: the parchment-colored Spell cards in one pile and the purple Havoc cards in the other pile.

[0080] Shuffle the Spell cards and deal two cards to each player. You may look at your cards, but don't allow the other players to see them.

[0081] Shuffle the remaining Spell cards with the Havoc cards and place the entire deck face down on the DRAW PILE space in the center of the game board.

[0082] Sort the Trunk Items into separate piles. You will have 6 piles of 6 Items each.

[0083] Match the Trunk Items to the Shops by their colors and the signs in front of each Shop.

[0084] Place one Wand Trunk Item on Ollivander's Wand Shop for each player playing.

[0085] For the remaining 5 Trunk Items, place one less Item on its matching Shop than the number of players playing.

[0086] For Example

[0087] If four people are playing, place four wands on Ollivander's. But, place only three of each of the other Trunk Items on their matching Shops.

[0088] Set all unused Trunk Items, Trunk Cards and Hat Movers aside.

[0089] Let's Play

[0090] Each player rolls one die. Highest roll goes first. Play proceeds, in turn, to the left. The symbol side of the dice is always low.

[0091] On your turn, roll both dice and move your Hat clockwise as the dice indicate. (See THE DICE below)

[0092] If you land on a space with a magical swirl or roll a cauldron symbol on one dice, draw a card and play accordingly. (see THE CARDS below)

[0093] If you land on or pass a Doorway Space in front of a Shop, you may enter the Shop. (See GETTING AROUND below)

[0094] Once in a shop, you may buy a Trunk Item if one is available and you have the exact wizard money listed. (See PURCHASING A TRUNK ITEM below.)

[0095] Gringotts Bank does not sell any Trunk Items, but every time you land on or pass its Doorway Space the Gringotts' Goblin gives you 1 Gold Galleon, 1 Silver Sickle, and 1 Bronze Knut. You cannot enter Gringotts.

[0096] If you roll double cauldron symbols or draw a “Banished to Knockturn Alley” Havoc card, you must move to the next available Gate Space and enter Knockturn Alley. (See KNOCKTURN ALLEY below)

[0097] Every Shop in Diagon Alley (except Gringotts) contains a Floo Spot indicated by green smoke rising from its chimney. If you have a Floo Powder card in your hand, you can leap directly from Shop to Shop if you use the card successfully. (See USING FLOO below)

[0098] The first player to fill their Trunk Card with one of each of the Trunk Items and return to the Leaky Cauldron wins the game.

[0099] The Dice

[0100] The Diagon Alley dice do not have a number “1” side, but a cauldron symbol instead. If you roll:

[0101] Numbers on both dice: Move clockwise the number of spaces indicated.

[0102] One cauldron symbol and one number: Move the number of spaces on the numbered die and, then, draw a Diagon Alley card.

[0103] Note: A Cauldron symbol does not count as a “1”. It has no numeric value.

[0104] Double cauldron symbols: You are immediately banished to Knockturn Alley. Move your Hat to the nearest Gate Space ahead of you and enter Knockturn Alley. Do not draw a card.

[0105] Note: Rolling any doubles (the same number or symbol on both die) allows you to escape from Knockturn Alley. (See EXITING KNOCKTURN ALLEY below).

[0106] Getting Around

[0107] Always move in a clockwise direction around Diagon Alley and Knockturn Alley unless otherwise directed.

[0108] Two Hat Movers may not occupy the same space in Diagon Alley or Knockturn Alley. If you land on a space already occupied by another player, move your Hat forward to the next available space.

[0109] Landing or passing over a Doorway Space allows you to enter that Shop. You do not have to enter if you do not need to. To enter, place your Hat Mover on the roof of the Shop.

[0110] If you roll more than you need to reach a Doorway Space, you give up any extra spaces you could have moved once you enter the Shop.

[0111] More than one player may be inside a Shop at any time.

[0112] Whenever you leave a Shop, the Doorway Space counts as your first move.

[0113] Purchasing a Trunk Item

[0114] You must first enter a Shop before you can a purchase a Trunk Item.

[0115] Every Trunk Item has a specific cost, indicated by the wizard money symbols on the Trunk Item itself. You must have the exact coins listed to purchase the Item.

[0116] For Example

[0117] The symbols on this Trunk Item indicate you need 1 “Bronze” Knut and 1 “Silver” Sickle to purchase. You cannot use two Galleons to buy the Trunk Item.

[0118] Note: Exchanging wizard money for lesser coins is not allowed.

[0119] If you don't have the right coins to make your purchase, you must wait until you have collected more coins by passing Gringotts.

[0120] When you make your purchase, return the spent coins to Gringotts and place the Trunk Item on your Trunk Card.

[0121] If the Shop is sold out of its Item, you must wait until the Item becomes available again (See RETURNING TRUNK ITEMS below) or use a Spell card to take the Item from another player (see THE CARDS below).

[0122] You may not purchase duplicate Trunk Items to prevent other players from getting them.

[0123] Knockturn Alley

[0124] A wall surrounds Diagon Alley protecting it from Knockturn Alley. The only way in or out of Knockturn Alley is through the wall gates or the Shop's Backdoors.

[0125] Entering Knockturn Alley

[0126] If you roll double cauldron symbols, you must travel forward to the next Gate Space. Place your Hat on the Knockturn Alley side of the Gate.

[0127] If you are “Banished to Knockturn Alley” by a card, enter Knockturn Alley as above. Your turn is now over.

[0128] In some instances, a player may choose to enter Knockturn Alley (such as when they are trying to enter a Closed Shop through its Backdoor—see THE CARDS below). If you land on or pass over a Gate Space you may enter Knockturn Alley just as you would enter a Shop. Place your Mover on the Knockturn Alley side of the Gate and your turn ends. If you rolled more than you needed to reach the Gate Space, you give up any additional moves you could have made once you enter Knockturn Alley.

[0129] Note: You may never enter Knockturn Alley through a Shop's Backdoor.

[0130] Moving Around Knockturn Alley

[0131] Move your Hat in a clockwise direction.

[0132] If you pass a Shop's Backdoor, you may not enter or purchase any Items.

[0133] If you pass Gringotts, you may not collect any wizard money.

[0134] If you roll a cauldron symbol, you may not draw any cards.

[0135] You cannot play any cards in your hand except the “Exit Knockturn Alley” Spell card.

[0136] Exiting Knockturn Alley

[0137] If you roll doubles, even double cauldron symbols, move forward to the next Backdoor Space or Gate Space. Place your Hat on the Diagon Alley or Shop side of the Space. Your turn is now over.

[0138] Note: If you exit into a Shop through its Backdoor, you may purchase that Shop's Trunk Item, if available.

[0139] If you land by exact count on a Backdoor Space or a Gate Space, place your Hat on the Diagon Alley or Shop side of the Space.

[0140] If you have an “Exit Knockturn Alley” Spell card in your hand, play the card, move forward and exit as described above.

[0141] Note: This is the only card you are allowed to play while in Knockturn Alley.

[0142] If you travel all the way around Knockturn Alley you will reach an Exit Gate. When you reach this Gate Space—by exact count or not—place your Hat on the Diagon Alley side of the space. Your turn is over.

[0143] The Cards

[0144] The Diagon Alley Cards come in two varieties—Spell cards and Havoc cards.

[0145] If you draw a Spell card, keep it in your hand and play it whenever you want.

[0146] If you draw a Havoc card, follow its directions immediately.

[0147] At any time during your turn (even before you roll the dice), you may play a Spell card by following the directions on the card. You may play as many Spell cards as you like.

[0148] You may not play a card during another player's turn unless you are defending yourself from a card played against you.

[0149] Once you have played either type of card, return it to the bottom of the Draw Pile in the center of the board.

[0150] Specific Cards

[0151] Close a Shop Spell Card

[0152] The Close a Shop card allows you to close any Shop on the board, including Gringotts or the Leaky Cauldron.

[0153] When you play the Close a Shop card, place the Closed Sign on that Shop.

[0154] Players may not enter a Closed Shop from the front.

[0155] Players may purchase Items from a Closed Shop, but must first get inside. The two ways to enter a Closed Shop are:

[0156] Enter from Knockturn Alley through a Shop's Backdoor.

[0157] Enter by using a Floo Powder Spell card.

[0158] Note: You may exit the front Doorway of a Closed Shop as if it were open.

[0159] If Gringotts is closed, no player may collect money until it is reopened.

[0160] Playing another Close a Shop card allows you to move the Closed Sign to a new Shop, opening up the first Shop.

[0161] Note: Closing a Shop is an effective way to block your opponents from getting Trunk Items or the money they need. It can also prevent other players from entering the Leaky Cauldron and winning the game.

[0162] Floo Powder Spell Card

[0163] If you have a Floo Powder Spell card in your hand, you may use it to travel to any Shop with green smoke curling from its chimney. Gringotts is the only place you cannot reach in this manner.

[0164] Before you can use the Floo Powder card, you must be inside a Shop.

[0165] Turn the Floo Powder card face-up in front of you.

[0166] Take one die and declare whether you think you will roll odd (cauldron symbol, 3, or 5) or even (2, 4, or 6).

[0167] Roll the die.

[0168] If you declared correctly, you may travel to any Shop you choose except Gringotts. Place your Mover on the Shop's roof.

[0169] Note: If you pass Gringotts on your way, do not collect any wizard money.

[0170] If you declared incorrectly, move clockwise the number of Floo Spots that you rolled and place your Mover on that Shop's roof. Do not count the Floo Spot of the Shop you are in as your first move. Do not count Gringotts as a space or collect any wizard money.

[0171] Floo Powder allows you to enter a Closed Shop, including the Leaky Cauldron.

[0172] Once you have used Floo Powder your turn is over, although you may first purchase Items from a Shop that you enter with Floo Powder.

[0173] Returning Trunk Items

[0174] Because there are fewer Trunk Items in most of the Shops than players playing, some Trunk Items may sell out before you get to them. There are two ways a sold out Item becomes available again.

[0175] If you draw a “An Item from your trunk returns to the Shop from which you bought it” Havoc card, you must return one of the Items in your trunk to its Shop. Any other player may then purchase that Item by visiting the Shop.

[0176] If you have a “Player in front of you loses an Item you need from their trunk. It appears in yours” Spell card, you may play it on the player directly ahead of you (on Diagon Alley or in a Shop). Choose an Item from their trunk and add it to your Trunk Card or return it to its Shop.

[0177] Note: This card cannot affect players in Knockturn Alley.

[0178] Winning The Game

[0179] Once you've filled your trunk with one of each of the Trunk Items, race to the Leaky Cauldron by any means. The first player to enter the Leaky Cauldron with a full Trunk Card wins the game.

[0180] Optional Rules for Younger Players

[0181] Diagon Alley can be simplified to allow younger children to enjoy the game. Follow the same rules described above, making the following changes:

[0182] Game Set-up

[0183] Remove the Spell and Havoc cards and the Closed Sign from play.

[0184] Place one Trunk Item in each Shop for each player.

[0185] Game Play

[0186] Youngest player moves first.

[0187] Players move around the board as described above, except for the following:

[0188] Card Spaces are “Roll Again” Spaces. If you land on a Roll Again Space, roll again and move.

[0189] If you roll 1 cauldron symbol on either die, move the number indicated and roll again. The cauldron symbols do not count as “1”.

[0190] Note: There is no limit to the number of times you can roll again. But, if you roll a cauldron symbol and land on a Roll Again Stone on the same turn, you may only roll again once for that turn.

[0191] If you roll double cauldron symbols, the player may move to the Gringotts Doorway Space. Collect your wizard money and roll again.

[0192] Note: If the player does not wish to move to Gringotts, they do not have to.

[0193] Players can use Floo Powder anytime during the game to travel from Shop to Shop. To move by Floo Powder:

[0194] Enter any Shop.

[0195] Guess whether you will roll low or “1, 2, 3” OR high or “4, 5, 6” and tell the other players. Cauldron symbols count as “1”.

[0196] Roll one die.

[0197] If guessed correctly, move to the Shop of your choice.

[0198] Note: Do not collect any money if you pass by Gringotts.

[0199] If guessed incorrectly, stay where you are. You must enter another Shop before you can try Floo Powder again.

[0200] You may only try to use Floo Powder once a turn.

[0201] Note: After using Floo Powder, your turn is over, even if you rolled a cauldron symbol on your turn.

[0202] Collect wizard money and purchase Trunk Items in the same manner as in the full game.

[0203] Winning the Game

[0204] The first player to purchase all the Trunk Items to fill their Trunk Card and make it back to the Leaky Cauldron wins the game!

[0205] It is believed that the disclosure set forth above encompasses multiple distinct inventions with independent utility. While each of these inventions has been disclosed in its preferred form, the specific embodiments thereof as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are possible. The subject matter of the inventions includes all novel and non-obvious combinations and subcombinations of the various elements, features, functions and/or properties disclosed herein. Similarly, where the claims recite “a” or “a first” element or the equivalent thereof, such claims should be understood to include incorporation of one or more such neither requiring nor excluding two or more such elements.

[0206] Inventions embodied in various combinations and subcombinations of features, functions, elements, and/or properties may be claimed in a related application. Such claims, whether they are directed to a different invention or directed to the same invention, whether different, broader, narrower or equal in scope to any original claims, are also regarded as included within the subject matter of the inventions of the present disclosure.. 

What is claimed is:
 1. A game for a plurality of players comprising: a playing surface having: a plurality of repositories; a first path providing at least one access point to each of the repositories; a second path providing at least one alternative access point to each of the repositories; wherein a player traveling the first path may engage in actions that are unavailable to the player when traveling the second path; and one or more items that may be obtained from at least one of the repositories.
 2. The game of claim 1 further comprising at least one playing piece including indicia denoting one or more of the items that must be obtained by the players in order to win the game.
 3. The game of claim 1 further comprising a set of cards having indicia denoting actions that may be performed by a player at a time of the player's choosing.
 4. The game of claim 1 further comprising a set of cards having indicia denoting actions that must be performed by the player at the time the card is drawn.
 5. The game of claim 1 wherein at least one of the repositories is a start/finish line.
 6. The game of claim 1 wherein at least one of the repositories is a bank.
 7. The game of claim 1 wherein the number of players in the game determines the number of items available from each repository.
 8. The game of claim 1 further comprising one or more random number generators.
 9. The game of claim 8 wherein the one or more random number generators take the form of a pair of six-sided dice, wherein five of the sides display numbers and one of the sides displays an icon.
 10. The game of claim 1 further comprising a sign that is used to indicate that a repository is closed.
 11. A method of playing a board game comprising: moving playing pieces on a playing surface having: a plurality of repositories offering accumulable items; a first path providing at least one access point to each of the repositories; a second path providing at least one alternative access point to each of the repositories; wherein a player traveling the first path may engage in actions that are unavailable to the player when traveling the second path; accumulating a complete set of items from the repositories by: collecting money; and purchasing an item from each of the repositories offering accumulable items.
 12. The method of claim 11 wherein at least one of the actions that are unavailable is collecting simulated money.
 13. The method of claim 11 wherein at least one of the actions that are unavailable is drawing a card.
 14. The method of claim 11 wherein the step of moving playing pieces on the playing surface is accomplished by rolling a pair of six-sided dice, wherein each die has five sides that display numbers and one side that displays an icon.
 15. The method of claim 14 wherein rolling an icon allows the player to engage in a predetermined action.
 16. The method of claim 15 wherein the predetermined action is picking a card.
 17. The method of claim 15 wherein the predetermined action is moving to a particular area on the playing surface.
 18. The method of claim 14 wherein a player may move directly to a desired repository by predicting the outcome of a dice roll.
 19. The method of claim 11 wherein one of the repositories may be closed for a period of time during the game.
 20. The method of claim 11 wherein when a repository is closed, players traveling the first path may not enter the repository, but players traveling the second path may enter the repository. 